Magnavox Videogames and the Entertainment Revolution Trigger Happy manual Brave new worlds

Models: Videogames and the Entertainment Revolution Trigger Happy

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Trigger Happy

Fig. 13. Tomb Raider 3: the third-person perspective—we watch Lara watching her surroundings (here, an imaginary London wharf) (‰ and ™ 1998 Core Design Limited; all rights reserved)

Brave new worlds

This brief history of the construction of space in videogames has suggested two things. One is that videogames have to some degree repeated histories of representation in art, on jittery, caffeine-fueled fastforward. But it is immediately apparent that so far, they have only reached a surprisingly early stage in

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Magnavox Videogames and the Entertainment Revolution Trigger Happy manual Brave new worlds